i think i have to change my starting tile but this deck has worked pretty well.

the biggest issue i've had is when you start to run out of playable cards in your hand but still haven't got your research going. you either get research up early or you struggle the whole game especially in 1 v 3 v cult. using the 1,1,1,1 tile helps me win turns but you really need to expand and use brood pens to get pumping.

in most situations it works well if i change anything it will be more mid level units to hold the fort till everything is out.

but even without research a single army with R'lyah in charge is enough to hold out as long as you need. it just needs to be in 2 places at once a lot.

I now have a new found love for assassin and sabotuer teams after watching my cousin playing around with them. They're awesome for screwing around with people early game and good fodder for enemy hq's without risking heroes.

For cheese factor destoryers & monstrosities win. Pod Hoverships + Plasma Blossom is pretty powerful as well for removing the dangerous units from stacks, or even just blowing up an opponent's HQ. Remote viewer is pretty much game over once you get it out, knowledge is power.

For fun I like to make armies from random egg spawned units. Makes things a little more challenging.

This deck can be really powerful once you get enough human resource income to crank out pretty much all of the units that you can play. The egg chamber can really allow for a devastating amount of high powered units to come out quickly.